Endless Empires

Endless Empires is the game that we were creating at Gameloft. I was responsible for the whole user experience and interface design for this game. From ground level interactions to detailed design of every icon and button. I was working very closely with art director, game designers and developers who were implementing the interface.

endless_empires_banner

Logo and art were created by my colleague Denis Spichkin

After gathering initial information I started with a few mockups of the main interface.

civ_main_v4

The initial art direction was ‘cute flat clean design’.

Another take in the flat style.

Another take in the flat style.

And another one in white variation.

And another one in white variation.

Next iteration of art direction was to have 3D icons, but keep the cute look. These icons were created by Denis.

Next iteration of art direction was to have 3D icons, but keep the cute look. These icons were created by Denis.

The HQ told us to make more realistic icons. I rendered the icons in more realistic look and also created a few icon

The HQ told us to make more realistic icons. I rendered the icons in more realistic look and also created a few icon from scratch.

Next request from HQ was to make even more realistic/skeuomorphic look with golden/metallic look.

Next request from HQ was to make even more realistic/skeuomorphic look with golden/metallic look.

The game needed a lot of resources, so they were hidden by default and users would be able to expand the resource bar.

click here 1024w, http://alexandertazh.com/wp-content/uploads/2015/11/civ_main_v36_expanded-300x168.jpg 300w" sizes="(max-width: 1024px) 100vw, 1024px" /> The game needed a lot of resources, so they were hidden by default and users would be able to expand the resource bar.

Finally, this version was approved.

Finally, this version was approved.

And this is the look with expanded bars and buttons. And the building actions.

And this is the look with expanded bars and buttons. And the building actions.

Further on, even more resources were added, as well as the quests.

Further on, even more resources were added, as well as the quests.

I designed lots of other screens as well, and here are some of them:

Build screen.

Build screen.

Train units screen.

Train units screen.

Initial research tree screen.

Initial research tree screen.

Quests screen.

Quests screen.

Welcome back screen. Duh!

Welcome back screen. Duh!

Battle resolved!

Battle resolved!

Here is a roundup of all assets i produced for the game, using the combination of 3Ds Max and Photoshop:

roundup

I’ve designed also all interactions, including press states.

UI/UX designer role overlapped with game designers, as I participated in documentation and storyboards detailing, manager, as I set up tasks for developers. I worked very closely with developers on implementation and quality control.

Boom!

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